Created 17 years ago2007-01-04 02:57:12 UTC by hlife_hotdog
HL1 mapping requires hours of dedication to get a room to look right.Source rooms require the same amount of time, if not more, thanks to the huge amount of detail you can inject into them. And yes, it uses props, but the engine has to compete with modern day engines and look good and props are the best way to do it. Hell, Source is crippled enough already because it runs on the old BSP rendering system, which, I maintain, was done to appeal to the modding community.
Half-Life 1 is an astoundingly good game which is nothing short of fun to map for.That's it, right there. That's the reason I stick with it. every time I use Hammer, I think "goddamn, I'm just having so much fun doing this!". It's mostly the fact that I learned the engine so quickly (yet so well), and that I've gotten so familiar with it that's appealing to me. For the most part, I don't have to think much about what I'm doing, I can just map my heart out, and create whatever comes to mind. It's an amazingly simple engine, yet it still has so much potential.
Mapping is fun?Then you fail as a mapper. Go find another hobby.
I disagree. It gets really boring after 10-15 minutes..
Half-Life 2 is just a rich kids gameROFL. U fail. It's cheap. (Atleast here in The Netherlands..)
I also prefer the original Half-Life's storyline over HL2's. It's a lot more atmospheric, eerie, creative and inspiring.Xen sucked balls.
You watch how much shit I'm gonna get for saying all this!
Then you fail as a mapper. Go find another hobby.Read before you talk. Kthxbye.
Why I map then you ask?
I enjoy my compiles, I enjoy to see what i've made.
I love to play my own made map with other peoples
Well, I don't really find HL annoying to map for - it's pretty easy because I'm so familiar with it - but whenever I want to do anything serious, HL is too limiting for me now.Same here. None of my recent Source maps are really possible with the outdated HL1 engine: St Mark's, Serene, Carceri, Kaufmann House, Railway 21...
People continue to map for HL1 because it's so easily customizable.I would love to map for an engine that handles larger outdoor environments--like Unreal? Battlefront-- or themes I enjoy more like Jedi Academy, but there just doesn't seem to be nearly as much support for mapping other fps games out there (none that I know of anyway).
Oh, Sari, CS and CSS are very different. The weapons are the same but everybody knows that the fire rate for most of the weapons is different, as well as the recoil system and the reload times for the weapons.I've played both games, thank you very much. Counter Strike blows, the community even more so.
I could teach you how to map for Jedi Academy, Rowleybob.Correct me if I'm wrong, but isn't HL1 running on the Quake 1/2 engine? Jedi Academy runs on the Quake 3 engine. It's essentially the same BSP principle though.
It's very easy considering it uses the same engine as HL1.
Correct me if I'm wrong, but isn't HL1 running on the Quake 1/2 engine?It is indeed running on a heavily modified the Quake 1 engine, with bits of quake 2 code, if my memory serves me right.
Counter Strike blows, the community even more so.Amen!
Prop alignment just kills me, I should not have to align each and every prop by the unit, the whole process takes FOREVER, and even then in-game things look wrong.Move them with Alt and don't bother about too precise placement. I'm happy with it when it looks fine, I do most prop placement more on feeling than on measurement. Either way, it's still a time-saver over having to create the props from brushwork in the first place. But hey, everyone his own taste.
I've played both games, thank you very much. Counter Strike blows, the community even more so.Well I've played your mom! Oh SNAP!
I don't map for HL (because I don't have it ) but I know that Source is fun to map for because it's always a fun challenge to map something to look as realistic to real-life as possible. I often times map an enviornment simply to see how life-like I can make it.If you like working with brushes and point entities you will probbaly like Goldsource mapping a lot more than Source mapping. It's the props that annoy me the most about Source mapping, too. Props are great, but Source mapping takes prop use waaaaaay too far. Most Source maps are made almost entirely of prop models with very little actual complex brushwork.
To make a true comparison, though, I need to grab a copy of HL and map for it.